Warlock
Base Class: Warlock

Your patron is the Wild Hunt, a procession of spirits that appears in the sky during the winter months, mostly around the Winter Solstice. They often accompany snow storms that produce lightning and thunder, and keen-eyed observers may see their shadows projected on the clouds by the lightning strikes. The party consists of ghostly hunters and huntresses, flying warhorses, and spectral hounds. These specters are can be seen pursuing particularly dangerous beasts that may pose a threat to the surrounding area. The hunting party is not purely benevolent, however. They have abducted individuals found outside during their appearance. These people appear hours later, stranded miles away from their homes, and with no memory of what happened while they were gone.

You were different. You remember everything- your abduction, the monstrous hunt, and the celebration afterwards. Between drinks, the leader of the hunt gave you an offer. You would receive great magical abilities in exchange for occasional requests, and the possibility of joining the Hunt when your time comes. Either out of fear, megalomania, or drunkenness, you accepted, and were returned home with newfound power.

Expanded Spell List

The Wild Hunt lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st hunter's mark, ice knife
2nd locate animals or plants, see invisibility
3rd elemental weapon, phantom steed
4th elemental bane, ice storm
5th cone of cold, dispel evil and good

Spirit Strike

Starting at 1st level, you can imbue your weapons with ethereal energy. Once per turn when you hit with a weapon attack, you can choose to also deal either cold or necrotic damage (your choice) equal to your warlock level plus your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

Survival Instinct

Starting at 1st level, your pact with the Wild Hunt grants you supernatural knowledge pulled from the hunters. You gain proficiency with martial weapons or with one skill of your choice.

Incorporeal Movement

Starting at 6th level, you gain the ability to take on a spectral form. As an action, you become semi-incorporeal. You gain resistance to necrotic and poison damage while in this form. You also gain a flying (hover) speed equal to your walking speed, and can move through creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn in an object.

This form lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). Once you use this feature, you can't use it again until you finish a short or long rest.

Hunter's Resolve

Your experience and connection to the Hunt hardens you, both physically and mentally. Starting at 10th level, you gain resistance to cold damage, and are immune to being frightened.

Hunting Party

Starting at 14th level, you can call members of the Wild Hunt to your aid. As an action, you summon two ghost archers that appear in unoccupied spaces that you can see within 90 ft. They disappear when they drop to 0 hit points or after 1 minute. The ghosts are friendly to you and your companions for the duration. Roll initiative for the ghosts, which share their own turn. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate their alignment. If you don’t issue any commands to the ghosts, they defend themselves from hostile creatures but otherwise take no actions.

Once you use this feature, you can't use it again until you finish a long rest.

The Wild Hunt Image

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